MishFTW Posted February 15, 2012 Report Share Posted February 15, 2012 Besides roads, I would also like to make the suggestion of a cool building placement system. I know its a game of ancient warfare, but whats wrong with building neatly? After all, many citys were neatly planned.What I propose is a GUI option that displays the grid when the player selects a building to construct. This grid should correspond to the game engine's tiles already (no brainer) but also allow for building snapping. In my opinion, its a lot neater. But this doesn't have to be the primary focus of the game; its better suited for development after Part 1 is finished.But on a side note: the terrain flattening issue should be addressed much sooner Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted February 15, 2012 Report Share Posted February 15, 2012 Besides roads, I would also like to make the suggestion of a cool building placement system. I know its a game of ancient warfare, but whats wrong with building neatly? After all, many citys were neatly planned.What I propose is a GUI option that displays the grid when the player selects a building to construct. This grid should correspond to the game engine's tiles already (no brainer) but also allow for building snapping. In my opinion, its a lot neater. But this doesn't have to be the primary focus of the game; its better suited for development after Part 1 is finished.But on a side note: the terrain flattening issue should be addressed much soonerStarcraft 2 has such a feature. Quote Link to comment Share on other sites More sharing options...
L'ethu Posted February 15, 2012 Report Share Posted February 15, 2012 I think we could consider adding taxation into the game when metal runs out and there are no potential trading partners in the game. By researching taxation, all working civilian or citizen soldier/town levy will generate a steady flow of metal for the player. Quote Link to comment Share on other sites More sharing options...
Guest afeder Posted February 15, 2012 Report Share Posted February 15, 2012 I think we could consider adding taxation into the game when metal runs out and there are no potential trading partners in the game. By researching taxation, all working civilian or citizen soldier/town levy will generate a steady flow of metal for the player.Hmm. So when your treasury goes broke, you want to print some money to pay civil servants and then tax that payment to generate revenue for your state? That seems anacronistic -The Fed wasn't invented until 1913 Quote Link to comment Share on other sites More sharing options...
hhyloc Posted February 15, 2012 Report Share Posted February 15, 2012 I think we could consider adding taxation into the game when metal runs out and there are no potential trading partners in the game. By researching taxation, all working civilian or citizen soldier/town levy will generate a steady flow of metal for the player.Wouldn't this mean infinite resource? Cause the metal generated can be traded for other resources via Market = infinite resources Quote Link to comment Share on other sites More sharing options...
quantumstate Posted February 15, 2012 Report Share Posted February 15, 2012 Starcraft 2 has such a feature.Starcraft 2 has all buildings locked to a grid system (confusingly this grid is at 45 degrees to how the graphics are drawn). This is pretty different from 0AD where buildings can be placed however you like. I am not sure quite how an optional grid system would work for 0AD. Quote Link to comment Share on other sites More sharing options...
L'ethu Posted February 16, 2012 Report Share Posted February 16, 2012 Wouldn't this mean infinite resource? Cause the metal generated can be traded for other resources via Market = infinite resourcesThat sounds logic, at least this reminds me this is not Command and Conquer: Generals.Thank you. Quote Link to comment Share on other sites More sharing options...
hhyloc Posted February 16, 2012 Report Share Posted February 16, 2012 (edited) That sounds logic, at least this reminds me this is not Command and Conquer: Generals.Thank you.No need to thank me, I made the same mistakes every now and then. Edited February 16, 2012 by hhyloc Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted February 16, 2012 Report Share Posted February 16, 2012 Wouldn't this mean infinite resource? Cause the metal generated can be traded for other resources via Market = infinite resourcesYes, and what's so wrong about infinite resources if they come much slower than the gathering rate? Age of Empires 3 featured 2 buildings that produced infinite resources: Mill (food) and Plantations (gold). Also Rise of Nations's resources never exhausted. Quote Link to comment Share on other sites More sharing options...
hhyloc Posted February 16, 2012 Report Share Posted February 16, 2012 Yes, and what's so wrong about infinite resources if they come much slower than the gathering rate? Age of Empires 3 featured 2 buildings that produced infinite resources: Mill (food) and Plantations (gold). Also Rise of Nations's resources never exhausted.I think if the rate is slow, then it's probably ok. But I'm more concerned with what direction we are going to take, shall we follow AoE 3 and RoN or do it different? I'm still unsure whether infinite resource is really a bad thing or not, in my earlier post I didn't mean that infinite = bad but the idea may conflict with the existing system of finite resource we're having now. Quote Link to comment Share on other sites More sharing options...
Kazu Kun Posted February 16, 2012 Report Share Posted February 16, 2012 :X considering the game is trying to follow a realistic timeline aspect, I think we should try to make in-game play at least sort of realistic, so infinite supplies, shouldn't be in this game.Now a small income, (something like how they did with the relics ) WOULD be nice to have, and defiantly wouldn't hurt to have it in the game Quote Link to comment Share on other sites More sharing options...
quantumstate Posted February 17, 2012 Report Share Posted February 17, 2012 :X considering the game is trying to follow a realistic timeline aspect, I think we should try to make in-game play at least sort of realistic, so infinite supplies, shouldn't be in this game.Now a small income, (something like how they did with the relics ) WOULD be nice to have, and defiantly wouldn't hurt to have it in the gameSome types of infinite supply are very realistic. Like farms which produce food pretty much forever if you manage them correctly. Similarly trade is effectively infinite, new trees grow, metal mines have years worth of resources. The game generally has a confused timescale, since in real life training soldiers would take large amounts of time, of course we are missing children etc. It is just not possible to make a fun rts with realism imposed for these things (at least there has never been an rts which comes close).Infinite resources with too rapid a gather rate are generally bad because they break gameplay balance. I don't see the problem with slower infinite resources. Quote Link to comment Share on other sites More sharing options...
Kazu Kun Posted February 17, 2012 Report Share Posted February 17, 2012 (edited) You do have a point, maybe they should implement a system to where your train from the begginning, and as you gather resources they level up into a randomly generated system of villagerstypes ( Such as women, etc. etc. ) Edited February 17, 2012 by Kazu Kun Quote Link to comment Share on other sites More sharing options...
Enrique Posted February 17, 2012 Report Share Posted February 17, 2012 I would like to see slaves taking some role on this game, like they had on ancient times. I've been searching if slaves suggestions were made on the forums for a while and I found some ideas that didn't match the gameplay designs planned. Now reading this posts about auto-generating resources it came to my mind the following idea: Why not use slaves as some kind of treasure to collect around the map (like small tribes in small groups of cabins). Once you've collected them, you can move them to any resource gathering point and that particular resource will increase slowly over time... or maybe speed up construction? or even pop-cap free citizens?I know I should work more on the idea... but there's the concept xD Quote Link to comment Share on other sites More sharing options...
Kazu Kun Posted February 17, 2012 Report Share Posted February 17, 2012 @ EnriqueThat sounds pretty awesome, enough said Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted February 17, 2012 Report Share Posted February 17, 2012 What about those cultures that did not have slaves? An idea I had would have used the Market and the concept of a finite "global team pool" of slaves, depending on the number of enemy units killed. Basically, the more enemy units your team kills, the greater number of slaves become available for purchase at the Market. They would cost Metal, have a finite lifespan (you're working them to death), have no attack, and are bonused at gathering resources. They can help build, but do not have the list of buildings in their GUI (they can't lay foundations). They would become available once you hit City Phase or research an unlocking technology. Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted February 17, 2012 Report Share Posted February 17, 2012 @Mythos I coud not think of any better ideas. Quote Link to comment Share on other sites More sharing options...
Enrique Posted February 17, 2012 Report Share Posted February 17, 2012 What about those cultures that did not have slaves? An idea I had would have used the Market and the concept of a finite "global team pool" of slaves, depending on the number of enemy units killed. Basically, the more enemy units your team kills, the greater number of slaves become available for purchase at the Market. They would cost Metal, have a finite lifespan (you're working them to death), have no attack, and are bonused at gathering resources. They can help build, but do not have the list of buildings in their GUI (they can't lay foundations). They would become available once you hit City Phase or research an unlocking technology.Hey! That sounds awesome! It even fits better with the slave-market concept. And bonuses and restrictions sounds like a balanced system/unit to me! Again, excuse my ignorance, I thought that slaves was so common on every culture on ancient times as iphones nowadays Quote Link to comment Share on other sites More sharing options...
Thorfinn the Shallow Minded Posted February 17, 2012 Report Share Posted February 17, 2012 Perhaps if you kept them idle they could live a bit longer. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted February 17, 2012 Report Share Posted February 17, 2012 Perhaps if you kept them idle they could live a bit longer.Right, perhaps they lose Health as they perform actions. They are also capturable, like female citizens. Quote Link to comment Share on other sites More sharing options...
hhyloc Posted February 18, 2012 Report Share Posted February 18, 2012 Right, perhaps they lose Health as they perform actions. They are also capturable, like female citizens.Can they be converted back to soldiers? Like you re-capture the slaves (formerly your soildiers) in an enemy city and spend an amount of resource to re-equip them, this amount should be smaller than the original cost of the soldier before he was captured because we don't have to train him again.Example: Hoplite cost 50 Food and 60 Wood, re-equip would cost 40 Food and 50 Wood Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted February 18, 2012 Report Share Posted February 18, 2012 Can they be converted back to soldiers? Like you re-capture the slaves (formerly your soildiers) in an enemy city and spend an amount of resource to re-equip them, this amount should be smaller than the original cost of the soldier before he was captured because we don't have to train him again.Example: Hoplite cost 50 Food and 60 Wood, re-equip would cost 40 Food and 50 WoodSeems a little too micro-heavy. Remember we have to keep things somewhat abstract. Quote Link to comment Share on other sites More sharing options...
wraitii Posted February 18, 2012 Report Share Posted February 18, 2012 If you're going for abstraction, you might go the full way: each fallen enemy soldier boosts a "slave bonus" counter, that decreases over time. Basically, the more you'd have of this bonus, the faster you'd gather resources. Easy, clean, no micromanagement.Note: this also would allow for different bonuses for different civs, ie those who did not have slaves for example could use this as a "prestige bonus" that would make their troops slightly faster or whatever.However, I'm thinking this might be too much of a "bonusing the winning side" thing. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted February 18, 2012 Report Share Posted February 18, 2012 There is abstraction, and then there is the right amount of abstraction. Quote Link to comment Share on other sites More sharing options...
ribez Posted February 18, 2012 Report Share Posted February 18, 2012 If you're going for abstraction, you might go the full way: each fallen enemy soldier boosts a "slave bonus" counter, that decreases over time. Basically, the more you'd have of this bonus, the faster you'd gather resources. Easy, clean, no micromanagement.Note: this also would allow for different bonuses for different civs, ie those who did not have slaves for example could use this as a "prestige bonus" that would make their troops slightly faster or whatever.However, I'm thinking this might be too much of a "bonusing the winning side" thing.yeah, i think this system only benefit the winning nation: we need a sort of trade-off, like revolts (Spartacus rules ) Quote Link to comment Share on other sites More sharing options...
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